Darkness
Hand and Eye of Piratecat [Moderator]
Yeah, but an illusion has less room for error than a larger trap. If the floor around you (not just beneath you) collapses, you need to be really fast. Both are hard to avoid for their own reasons.sullivan said:But they are still mechanical, and there is still that momment of contact.
True, that. It's strange that the DMG doesn't have specific rules for pits concealed with illusions, even though they aren't exactly far-fetched in D&D. Which means we either have to treat them like all other traps (but must figure out the proper the save DC on our own) or make up our own rules.sullivan said:Plus there is that problem that your are changing a saving throw for a spell, that the mind influencing portion of it is taken out of play.
That's a little complicated but the reasoning seems sound to me. Not more complicated than phantasmal killer, though, which is an illusion as well.sullivan said:Actually looking back though my post I have another thought. At the moment that their foot is falling into the hole they get a Will saving throw. Failure means they don't believe their foot could be going through. If they make the saving throw they get the DC 20/DC 25 Reflex as per normal pit trap. Failure means....hmmm, they take a header and get a chance to Climb check at those horrific Surface+20 DCs once the Illusion is obvious to them.
That saving throw might also be explained as noticing small pebbles passing into the illusion, dust swirling incorrectly, etc. as you get close to the illusion. Thus that meets the "interaction" requirement to get a saving throw.

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